Game apparatus, storage medium storing game program and game controlling method

ABSTRACT

A game apparatus includes an LCD, and a touch panel is placed on a top surface of the LCD. A player instructs an enemy character displayed on the LCD by use of a stick to attack the enemy character. For example, in a case that the enemy character exists at a depth of a game screen, little damage is applied to the enemy character, and a weak vibration is applied to the game apparatus. Conversely, in a case that the enemy character exists at a front of the game screen, much damage is applied to the character, and a strong vibration is applied to the game apparatus. In either case, the vibrations are transmitted to the fingers or hands of the payer via the stick.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a divisional of application Ser. No. 11/196,237,filed Aug. 4, 2005, which claims priority to Japanese Application No.2004-254243, filed Sep. 1, 2004, the entire contents of each of whichare hereby incorporated by reference.

BACKGROUND

1. Field of the Technology

The present technology relates to a game apparatus, a storage mediumstoring a game program, and a game controlling method. Morespecifically, the present technology relates to a game apparatus, astorage medium storing a game program, and a game controlling methodthat perform a predetermined process by operating a touch panel.

2. Description of the Prior Art

One example of this kind of a conventional game apparatus is disclosedin a Japanese Patent Laying-open No. 11-85400 [G06F 3/033, G09G 5/00]laid-open on Mar. 30, 1999. According to this prior art, a display panelis supported so as to be vibrated by a vibrating element. On the displaypanel, an image representing an option to be selected with a pen by anoperator as a window, an icon, etc. is displayed. When the operatorapplies a selecting instruction with the pen, the kind of the vibrationdepending on the kind of the selected image is determined. Then, thevibrating element is operated at the determined vibration to vibrate thedisplay panel. Thus, the vibration corresponding to the image can betransmitted to the operator via the pen, providing an interface functionwith reality.

However, in the prior art, the kind of the vibration is uniquely set foreach image. For example, the kind of the vibration is never changed evenirrespective of changes of a display manner of the image or a state ofthe image. That is, the same vibration is applied when the image isinstructed at any timing, and therefore, it is impossible to recognizewith the vibration the relationship between the instructed timing andthe display state of the image and the situation of the image. It couldnot be said that the operator obtained enough sense of reality.Furthermore, in a case of directly applying such the prior art to thegame apparatus, (change) difference of the display manner or the state(circumstance) of the enemy character in the game such as a movement ofthe enemy character, the attack of the enemy character on a playercharacter, changes of a life, an offensive power, or mentality of theenemy character, etc. was not able to sensuously be informed.

SUMMARY

Therefore, it is a primary feature of the exemplary embodiment presentedherein to provide a novel game apparatus, storage medium storing a gameprogram, and game controlling method.

Another feature of the exemplary embodiment is to provide a gameapparatus, a storage medium storing a game program, and a gamecontrolling method that are able to provide a new sense of operationwith reality.

A game apparatus according to an exemplary embodiment is provided with adisplay for displaying a game screen, a touch panel provided inassociation with the display, and a vibrator for vibrating at least ascreen of the display. The game apparatus comprises a game screendisplaying means, an updating means, a detecting means, an obtainingmeans, and a vibration controlling means. The game screen displayingmeans displays the game screen including an image of a characterappearing in a game on the screen of the display. The updating meansupdates a parameter for changing a display manner of the character or astate of the character in the game in correspondence to the proceedingof the game. The detecting means detects position coordinates inresponse to an operation input to the touch panel. The obtaining meansobtains the parameter of the character at a time of the operation inputto the touch panel when the position coordinates detected by thedetecting means is included in the display area of the character. And,the vibration controlling means vibrates the vibrator in a vibrationpattern according to the parameter obtained by the obtaining means.

More specifically, the game apparatus (10: a reference numeralcorresponding in the “detailed description of the preferred embodiment”described later and so forth) is provided with the display (14) fordisplaying the game screen, the touch panel (22) provided in associationwith the display (14), and the vibrator (28 c) for vibrating at leastthe display (14). The game screen displaying means (42, 52, 58, 60)displays the game screen (70) including the image of the character (72)appearing in the game on the screen of the display (14). The updatingmeans (42) updates the parameter for changing the display manner of thecharacter (72) or the state of the character in the game such as thelife, the offensive power, the level, the position in the game space,the animation reproduction elapsed time of the character (72) incorrespondence to the proceeding of the game. Here, the level meanstotal strength of the character (72) such as the life, the offensivepower, etc. The detecting means (42, 54, S7) detects the positioncoordinates in response to the operation input to the touch panel (22).The obtaining means (42, S21, S51) obtains the parameter of thecharacter (72) at a time of the operation input to the touch panel bydetermining that the operation position of the touch panel 22 touchesthe character 72 (“YES” in the step S13) when the position coordinatesdetected by the detecting means (42, 54, S7) is included in the displayarea of the character (72). The vibration controlling means (42, S29,S37, S45, S59, S67, 75) vibrates the vibrator (28 c) in the vibrationpattern according to the parameter obtained by the obtaining means (42,S21, S51). Thus, at least the display (14) is vibrated to transmit itsvibration to the player who operates the touch panel (22).

According to the exemplary embodiment, the vibrator is vibrated in thevibration pattern according to the parameter of the character totransmit its vibration to the player, allowing the player to know thedisplay manner of the game character or the state of the game characterin the game that are changed in correspondence to the proceeding of thegame. That is, the player can obtain a new sense of operation.

In one embodiment, the updating means updates arrangement coordinates ofthe character in a game space as the parameter, and the vibrationcontrolling means vibrates the vibrator in a vibration pattern accordingto the arrangement coordinates. More specifically, the updating means(42) updates the arrangement coordinates of the character (72) in thegame space as the parameter. Accordingly, the vibration controllingmeans (42, S29, S37, S45) vibrates the vibrator (28 c) in the vibrationpattern in correspondence to the arrangement coordinates obtained whenthe player operates the touch panel (22). That is, the vibrator isvibrated in the vibration pattern in correspondence with the arrangementposition of the character, and this allows the player to know thearrangement position of the character by the vibration.

In another embodiment, the updating means updates an animationreproduction elapsed time of the character as the parameter, and thevibration controlling means vibrates the vibrator in a vibration patternaccording to the animation reproduction elapsed time. More specifically,the updating means (42) updates the animation reproduction elapsed timeof the character (72) as the parameter. For example, the animation ofthe character (72) existing in the game space is changed between theattack state, the normal state, and the defensive state according to alapse of time (frame: screen updating time). In addition, in the attackstate, the animation is changed between a before-attack state, amid-attack state, and an after-attack state. The vibration controllingmeans (42, S59, S67, S75) vibrates the vibrator (28 c) in the vibrationpattern according to the animation reproduction elapsed time. Thevibration is transmitted to the player via the display (14) and thetouch panel (22). Accordingly, it is possible to provide the vibrationaccording to the animation reproduction elapsed time. That is, thevibration according to the action of the character, and therefore, theplayer can know the action state of the animation by the vibration.

In another embodiment, the updating means updates a flag for determiningwhether at least the character is an attack state or a non-attack stateas the parameter, and the vibration controlling means vibrates thevibrator in a vibration pattern according to turn-on/off of the flag.More specifically, the updating means (42) updates the flag fordetermining whether at least the character is the attack state or thenon-attack state as the parameter. For example, flags each indicatingthe attack-state and the non-attack state is stored, and if it is theattack state, the attack-state flag is turned on, and thenon-attack-state flag is turned off. On the contrary thereto, if it isthe non-attack state, the attack-state flag is turned off, and thenon-attack state flag is turned on. The vibration controlling means (42,S59, S67, S75) vibrates the vibrator (28 c) in the vibration patternaccording to turn-on/off of the flag. That is, difference between theattack state and the non-attack is provided to the player by thevibration. Thus, the vibrator is vibrated in the vibration patterndepending on the attack state and the non-attack state, and therefore,it is possible to know the attack state and the non-attack state by thevibration, and confirm the damage by the attack of the player.

In another embodiment, the updating means updates life, offensive powerand mentality of the character as the parameter, and the vibrationcontrolling means vibrates the vibrator in a vibration pattern accordingto at least one of the life, offensive power and mentality of thecharacter. More specifically, the updating means (42) updates theattribute of the character such as the life (HP), the offensive power(MP) and the mentality (normal state, excited state) as the parameter.It is noted that the level can also be updated. The vibrationcontrolling means (42) vibrates the vibrator (28 c) in the vibrationpattern according to the current attribute of the character, that is, atleast one of the HP, MP and mentality. For example, according to thenumerical value of the current HP of the character, the strength of thevibration is changed. That is, the vibration depending on the currentattribute of the character is provided to the player, and therefore, theplayer can know the current attribute of the character by the vibration.

In one aspect of the exemplary embodiment presented herein, thevibration controlling means includes a selecting means for selecting onevibration pattern corresponding to the parameter out of the plurality ofvibration patterns. More specifically, the selecting means (42, S23,S31, S39, S53, S61, S69) selects one vibration pattern corresponding tothe parameter out of the plurality of vibration patterns. For example,in a case that the vibrator (28 c) is utilized as a eccentric motor, thestrength of the vibration of the vibrator (28 c) can be changed bychanging at least one of a frequency and a pulse width (duty ratio) of adriving signal (PWM signal), capable of realizing the vibration in theplurality of vibration patterns. Thus, by changing the strength of thevibration, it becomes possible to make the vibration in the plurality ofvibration patterns, and by the vibration, it is possible to transmit tothe player the display manner of the character or the state of thecharacter in the game.

A storage medium storing a game program according to an exemplaryembodiment, the game program is executed by a game apparatus providedwith a display for displaying a game screen, a touch panel provided inassociation with the display, and a vibrator for vibrating at least ascreen of the display. The game program causes a processor of the gameapparatus to execute a game screen displaying step, an updating step, adetecting step, an obtaining step, and a vibration controlling step. Thegame screen displaying step displays the game screen including an imageof a character appearing in a game on the screen of the display. Theupdating step updates a parameter for changing a display manner of thecharacter or a state of the character in the game in correspondence tothe proceeding of the game. The detecting step detects positioncoordinates in response to an operation input to the touch panel. Theobtaining step obtains the parameter of the character at a time of theoperation input to the touch panel when the position coordinatesdetected by the detecting step is included in the display area of thecharacter. And, the vibration controlling step executes the vibrationcontrolling step for vibrating the vibrator in the vibration patternaccording to the parameter obtained by the obtaining step.

A game controlling method according to an exemplary embodiment is a gamecontrolling method of a game apparatus provided with a display fordisplaying a game screen, a touch panel provided in association with thedisplay, and a vibrator for vibrating at least a screen of the display.The game controlling method includes following steps of: (a) displayingthe game screen including an image of a character appearing in a game onthe screen of the display; (b) updating a parameter for changing adisplay manner of the character or a state of the character in the gamein correspondence to the proceeding of the game; (c) detecting positioncoordinates in response to an operation input to the touch panel; (d)obtaining the parameter of the character at a time of the operationinput to the touch panel when the position coordinates detected by thestep (c) is included in the display area of the character; and, and (e)vibrating the vibrator in a vibration pattern according to the parameterobtained by the step (d).

The above described features, aspects and advantages of the exemplaryembodiment presented herein will become more apparent from the followingdetailed description when taken in conjunction with the accompanyingdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative view showing one example of a game apparatusof an exemplary embodiment;

FIG. 2 is a block diagram showing an electrical configuration of thegame apparatus shown in FIG. 1;

FIG. 3 is an illustrative view showing a display example of the LCD ofthe game apparatus shown in FIG. 1, an arrangement position of an enemycharacter, and strength of a vibration in correspondence to thearrangement position;

FIG. 4 is an illustrative view showing a display example of the LCD ofthe game apparatus shown in FIG. 1, a state relating to an attack of theenemy character, and strength of a vibration corresponding to the state;

FIG. 5 is an illustrative view showing an example of a table in which anintensity of damage or strength of a vibration according to a displaymanner of the enemy character and a parameter of the enemy character areshown, and;

FIG. 6 is a flowchart showing a process in a fighting scene of the CPUcore shown in FIG. 2;

FIG. 7 is a flowchart showing a part of an attack and vibration process(1) of the CPU core shown in FIG. 2;

FIG. 8 is a flowchart continued from the attack and vibration process(1) shown in FIG. 7;

FIG. 9 is a flowchart showing a part of an attack and vibration process(2) of the CPU core shown in FIG. 2;

FIG. 10 is a flowchart continued from the attack and vibration process(2) shown in FIG. 9; and

FIG. 11 is an example of a table for changing the intensity of thedamage and the strength of the vibration depending on an HP of a playeror a player character, or whether or not the enemy character is in anattacking state.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a game apparatus 10 of one embodiment includes afirst liquid crystal display (LCD) 12 and a second LCD 14. The LCD 12and the LCD 14 are provided on a housing 16 so as to be arranged in apredetermined arrangement position. In this embodiment, the housing 16consists of an upper housing 16 a and a lower housing 16 b, and the LCD12 is provided on the upper housing 16 a while the LCD 14 is provided onthe lower housing 16 b. Accordingly, the LCD 12 and the LCD 14 areclosely arranged so as to be longitudinally (vertically) parallel witheach other.

It is noted that although the LCD is utilized as a display in thisembodiment, an EL (Electronic Luminescence) display and a plasma displaymay be used in place of the LCD.

As can be understood from FIG. 1, the upper housing 16 a has a planeshape little larger than a plane shape of the LCD 12, and has an openingformed so as to expose a display surface of the LCD 12 from one mainsurface thereof. On the other hand, the lower housing 16 b has a planeshape horizontally longer than the upper housing 16 a, and has anopening formed so as to expose a display surface of the LCD 14 at anapproximately center of the horizontal direction. Furthermore, the lowerhousing 16 b is provided with a sound release hole 18 and an operatingswitch 20 (20 a, 20 b, 20 c, 20 d, 20 e, 20L and 20R).

In addition, the upper housing 16 a and the lower housing 16 b arerotatably connected at a lower side (lower edge) of the upper housing 16a and a part of an upper side (upper edge) of the lower housing 16 b.Accordingly, in a case of not playing a game, for example, if the upperhousing 16 a is rotated to fold such that the display surface of the LCD12 and the display surface of the LCD 14 are face to face with eachother, it is possible to prevent the display surface of the LCD 12 andthe display surface of the LCD 14 from being damaged such as a flaw,etc. It is noted that the upper housing 16 a and the lower housing 16 bare not necessarily rotatably connected with each other, and mayalternatively be provided integrally (fixedly) to form the housing 16.

The operating switch 20 includes a direction instructing switch (crossswitch) 20 a, a start switch 20 b, a select switch 20 c, an actionswitch (A button) 20 d, an action switch (B button) 20 e, an actionswitch (L button) 20L, and an action switch (R button) 20R. The switches20 a, 20 b and 20 c are placed at the left of the LCD 14 on the one mainsurface of the lower housing 16 b. Also, the switches 20 d and 20 e areplaced at the right of the LCD 14 on the one main surface of the lowerhousing 16 b. Furthermore, the switches 20L and 20R are placed in a partof an upper edge (top surface) of the lower housing 16 b at a placeexcept for a connected portion, and lie of each side of the connectedportion with the upper housing 16 a.

The direction instructing switch 20 a functions as a digital joystick,and is utilized for instructing a moving direction of a player character(or player object) to be operated by a player, instructing a movingdirection of a cursor, and so forth by operating any one of fourdepression portions. The start switch 20 b is formed by a push button,and is utilized for starting (restarting), temporarily stopping(pausing) a game, and so forth. The select switch 20 c is formed by thepush button, and utilized for a game mode selection, etc.

The action switch 20 d, that is, the A button is formed by the pushbutton, and allows the player character to perform an arbitrary action,except for instructing the direction, such as hitting (punching),throwing, holding (obtaining), riding, jumping, etc. For example, in anaction game, it is possible to apply an instruction of jumping,punching, moving arms, etc. In a role-playing game (RPG) and asimulation RPG, it is possible to apply an instruction of obtaining anitem, selecting and determining arms or command, etc. The action switch20 e, that is, the B button is formed by the push button, and isutilized for changing a game mode selected by the select switch 20 c,canceling an action determined by the A button 20 d, and so forth.

The action switch 20L (L button) and the action switch 20R (R button)are formed by the push button, and the L button 20L and the R button 20Rcan perform the same operation as the A button 20 d and the B button 20e, and also function as a subsidiary of the A button 20 d and the Bbutton 20 e.

Also, on a top surface of the LCD 14, a touch panel 22 is provided. Asthe touch panel 22, any kinds of a resistance film system, an opticalsystem (infrared rays system) and an electrostatic capacitive couplingsystem, for example, can be utilized. In response to an operation bydepressing, stroking (touching), and so forth with a stick 24, a pen(stylus pen), or a finger (hereinafter, referred to as “stick 24”, etc.)on a top surface of the touch panel 22, the touch panel 22 detects acoordinates of the operation position of the stick 24, etc. to outputcoordinates data corresponding to the detected coordinates.

It is noted that in this embodiment, a resolution of the display surfaceof the LCD 14 is 256 dots×192 dots, and a detection accuracy of adetection surface (operation surface) of the touch panel 22 is alsorendered 256 dots×192 dots in correspondence to the resolution of thedisplay surface (this is true for the LCD 12). It is noted that althoughthe touch panel 22 is shown so as to be different from the LCD 14 insize for simplicity in FIG. 1, the display screen of the LCD 14 is thesame as the operation surface of the touch panel 22 in size. However,detection accuracy of the detection surface of the touch panel 22 may belower than the resolution of the display surface, or higher than it.

Different game screens may be displayed on the LCD 12 and the LCD 14.For example, in a racing game, a screen viewed from a driving seat isdisplayed on the one LCD, and a screen of entire race (course) may bedisplayed on the other LCD. Furthermore, in the RPG, characters such asa map, a player character, etc. are displayed on the one LCD, and itemsbelonging to the player character may be displayed on the other LCD.Furthermore, a game play screen may be displayed on the one LCD (LCD 12in this embodiment), and a game screen (operation screen) including animage such as textual information, an icon, etc. for operating the gamemay be displayed on the other LCD (LCD 14 in this embodiment).Furthermore, by utilizing the two LCD 12 and LCD 14 as one screen, it ispossible to display a large monster (enemy character) to be defeated bythe player character.

Accordingly, the player is able to point a character image such as aplayer character, an enemy character, an item character, textualinformation, an icon, etc. to be displayed on the LCD 14 and selectcommands by operating the touch panel 22 with the use of the stick 24,etc.

It is noted that depending on the kind of the game, the player is ableto use the LCD 14 for another various input instructions, such asselecting or operating the icon displayed on the LCD 14, instructing acoordinates input, and so forth.

Thus, the game apparatus 10 has the LCD 12 and the LCD 14 as a displayportion of two screens, and by providing the touch panel 22 on an uppersurface of any one of them (LCD 14 in this embodiment), the gameapparatus 10 has the two screens (12, 14) and the operating portions(20, 22).

Furthermore, in this embodiment, the stick 24 can be inserted into ahousing portion (slot or concave) 26 provided in proximity to a sidesurface (right side surface) of the upper housing 16 a, for example, andtaken out therefrom as necessary. It is noted that in a case ofpreparing no stick 24, it is not necessary to provide the housingportion 26.

Also, the game apparatus 10 includes a memory card (or game cartridge)28. The memory card 28 is detachable, and inserted into a loading slot30 provided on a rear surface or a lower edge (bottom surface) of thelower housing 16 b. Although omitted in FIG. 1, a connector 46 (see FIG.2) is provided at a depth portion of the loading slot 30 for connectinga connector (not shown) provided at an end portion of the memory card 28in the loading direction, and when the memory card 28 is loaded into theloading slot 30, the connectors are connected with each other, andtherefore, the memory card 28 is accessible by a CPU core 42 (see FIG.2) of the game apparatus 10.

It is noted that although not illustrated in FIG. 1, a speaker 32 (seeFIG. 2) is provided at a position corresponding to the sound releasehole 18 inside the lower housing 16 b.

Furthermore although omitted in FIG. 1, for example, a batteryaccommodating box is provided on a rear surface of the lower housing 16b, and a power switch, a volume switch, an external expansion connector,an earphone jack, etc. are provided on a bottom surface of the lowerhousing 16 b.

FIG. 2 is a block diagram showing an electrical configuration of thegame apparatus 10. Referring to FIG. 2, the game apparatus 10 includesan electronic circuit board 40, and on the electronic circuit board 40,a circuit component such as a CPU core 42, etc. is mounted. The CPU core42 is connected to the connector 46 via a bus 44, and is connected witha RAM 48, a first graphics processing unit (GPU) 50, a second GPU 52, aninput-output interface circuit (hereinafter, referred to as “I/Fcircuit”) 54, and an LCD controller 60.

The connector 46 is detachably connected with the memory card 28 asdescribed above. The memory card 28 includes a ROM 28 a and a RAM 28 b,and although illustration is omitted, the ROM 28 a and the RAM 28 b areconnected with each other via a bus and also connected with a connector(not shown) to be connected with the connector 46. Accordingly, the CPUcore 42 gains access to the ROM 28 a and the RAM 28 b as describedabove. Furthermore, the memory card 28 is provided with an eccentricmotor 28 c as a vibrator. The eccentric motor 28 c is separate andindependent of the ROM 28 a and the RAM 28 b, and, although illustrationis omitted, is connected to the CPU core 42 via a signal line, theconnector 46, etc. It is noted that it is not limited to the eccentricmotor 28 c, and vibrators formed of piezoelectric elements, etc.,vibrators formed of a voice coil, etc., can be used.

The ROM 28 a stores in advance a game program for a game (virtual game)to be executed by the game apparatus 10, image (character image,background image, item image, icon (button) image, message image, etc.)data, data of the sound (music) necessary for the game (sound data),etc. The RAM (backup RAM) 28 b stores (saves) proceeding data and resultdata of the game.

The eccentric motor 28 c is driven (operated) in response to a drivingsignal (PWM signal) from the CPU core 42. When the eccentric motor 28 cis operated, a shaft thereof rotates to generate a vibration which istransmitted to the game apparatus 10. For example, strength of thevibration, that is, the kind of the vibration (vibration pattern) can bechanged by changing any one of a frequency and a pulse width (dutyratio) of the driving signal.

The RAM 48 is utilized as a buffer memory or a working memory. That is,the CPU core 42 loads the game program, the image data, the sound data,etc. stored in the ROM 28 a of the memory card 28 into the RAM 48, andexecutes a process according to the loaded game program. The CPU core 42executes a game process while storing in the RAM 48 data (game data,flag data, etc.) temporarily generated in correspondence with aproceeding of the game.

It is noted that the program, the image data, the sound data, etc. areloaded from the ROM 28 a entirely at a time, or partially andsequentially as necessary so as to be stored (loaded) into the RAM 48.

Noted that a program as to another application except for the game andimage data necessary for executing the application are stored in the ROM28 a of the memory card 28. Furthermore, sound (music) data may bestored as necessary. In such a case, in the game apparatus 10, theapplication is executed.

Each of the GPU 50 and the GPU 52 forms a part of a rendering means, isconstructed by, for example, a single chip ASIC, and receives a graphicscommand (construction command) from the CPU core 42 to generate gameimage data according to the graphics command. It is noted that the CPUcore 42 applies to each of the GPU 50 and the GPU 52 an image generatingprogram (included in the game program) required to generate the gameimage data in addition to the graphics command.

Furthermore, the GPU 50 is connected with a first video RAM(hereinafter, referred to as “VRAM”) 56, and the GPU 52 is connectedwith a second VRAM 58. The GPU 50 and the GPU 52 gains access to thefirst VRAM 56 and the second VRAM 58 to obtain data (image data: datasuch as character data, texture, etc.) required to execute theconstruction command. It is noted that the CPU core 42 reads the imagedata necessary for rendering from the RAM 48, and writes it to the firstVRAM 56 and the second VRAM 58 through the GPU 50 and the GPU 52. TheGPU 50 accesses the VRAM 56 to create the game image data for rendering.The GPU 52 accesses the VRAM 58 to create the game image data forrendering.

The VRAM 56 and the VRAM 58 are connected to the LCD controller 60. TheLCD controller 60 includes a register 62, and the register 62 consistsof, for example, one bit, and stores a value of “0” or “1” (data value)according to an instruction of the CPU core 42. The LCD controller 60outputs the game image data created by the GPU 50 to the LCD 12, andoutputs the game image data created by the GPU 52 to the LCD 14 in acase that the data value of the register 62 is “0”. On the other hand,the LCD controller 60 outputs the game image data created by the GPU 50to the LCD 14, and outputs the game image data created by the GPU 52 tothe LCD 12 in a case that the data value of the register 62 is “1”.

It is noted that the LCD controller 60 can directly read the image datafrom the VRAM 56 and the VRAM 58, or read the image data from the VRAM56 and the VRAM 58 via the GPU 50 and the GPU 52.

The I/F circuit 54 is connected with the operating switch 20, the touchpanel 22 and the speaker 32. Here, the operating switch 20 is theabove-described switches 20 a, 20 b, 20 c, 20 d, 20 e, 20L and 20R, andin response to an operation of the operating switch 20, a correspondingoperation signal (operation data) is input to the CPU core 42 via theI/F circuit 54. Furthermore, coordinates data output from the touchpanel 22 is input to the CPU core 42 via the I/F circuit 54. Inaddition, the CPU core 42 reads from the RAM 48 the sound data necessaryfor the game such as a game music (BGM), a sound effect or voices of agame character (onomatopoeic sound), etc., and outputs it from thespeaker 32 via the I/F circuit 54.

In the game apparatus 10 with such a configuration, the player caninstruct a player character, an enemy character, an item character, etc.to be displayed on a game screen (screen of the LCD 14) by depressingthe touch panel 22 with the stick 24, etc. as described above. Examplesare able to move the player character, to attack the enemy character, toobtain the item character, and so forth. Thus, in a case that the playerperforms a game operation with the stick 24, etc., the eccentric motor28 c is activated to vibrate the game apparatus 10, thus capable ofdirectly or indirectly applying the vibration to player's finger via thestick 24. That is, being provided with the vibration in addition to thegame screen, sound (music), the player can obtain a sense of operationwith reality.

For example, it is possible to provide different kinds (pattern) ofvibrations for each game character such as the player character and theenemy character. This can be realized by changing at least one of thefrequency and the pulse width of the driving signal (PWM signal) to beapplied to the eccentric motor 28 c as described above.

However, if the kind of the vibration is fixed for each game character,it becomes impossible to change a display manner of the game characteror a state (circumstance) of the game character in the game. Forexample, in a case that the enemy character gradually moves from thedepth of the screen to the front of the screen to come near to theplayer character, at a time of attacking the enemy character, the samevibration may be applied irrespective of the position of the enemycharacter. Furthermore, the same vibration may be applied regardless ofwhether or the attack is performed when the enemy character is in anattack state or the enemy character is in a no-attack state (defensivestate or normal state). In addition, regardless of changes of the life(HP), offensive power (MP), or mentality of the enemy character, thesame vibration may be applied.

Thus, when the kind of the vibration (vibration pattern) is uniquelydetermined for each game character, the display manner of the gamecharacter or the state (circumstance) of the game character in the gamecannot be informed with vibrations, and therefore, it is difficult tosay that a sense of operation with reality can be obtained. In addition,in such a case, if the same game characters appear, the same vibrationis applied, and therefore, it may be possible that the game becomesmonotonous, and the player reduces an interest in the game.

Here, in this embodiment, the vibration pattern is changed according tothe display manner of the game character or the state of the gamecharacter in the game, which provides a new sense of operation withreality.

Specifically, the display manner of the game character or the state ofthe game character in the game are changed by changing (varying)parameters such as the life (HP), offensive power (MP), level (LV),mentality, arrangement position (three-dimensional position),reproduction elapsed time of animation of the game character incorrespondence to the proceeding of the game. In this embodiment, inaddition to the HP, the MP and the LV, the mentality, the arrangementposition or the reproduction elapsed time of the animation (animationreproduction elapsed time) can also be set as the parameter. This isbecause the mentality, the arrangement position, and the animationreproduction elapsed time are also changed in correspondence to theproceeding of the game.

FIG. 3 is an illustrative view showing an example changing the intensityof the damage to be applied to the enemy character and the vibrationpattern to be applied to the game apparatus 10 (the strength of thevibration in this embodiment) in correspondence to the display manner ofthe enemy character, that is, the arrangement position (Z coordinates inthis embodiment) of the enemy character existing in thethree-dimensional virtual game space in a case that the player or theplayer character (not illustrated) attacks the enemy character.

It is noted that in FIG. 3, as to the game screen 70 at the left, ahorizontal direction of the page is an X-axis direction, a longitudinaldirection of the page is a Y-axis direction, and the vertical directionto the page is a Z-axis direction. In addition, as to thethree-dimensional coordinates in the right, the horizontal direction ofthe page is the Z-axis direction, the longitudinal direction of the pageis the Y-axis direction, and the vertical direction to the page is theX-axis direction. In addition, the value of the Z coordinates (Z value)approximates to the original point as it is closer to the Z0, and themagnitude of the Z value is Z0<Z1<Z2<Z3.

As to the game screen 70 shown at the left of the FIG. 3(A), the enemycharacter 72 is displayed in a relatively small manner. This means thatthe enemy character 72 exists in the depth of the screen (far).Furthermore, the three-dimensional coordinates at the right of the FIG.3(A) shows that the value of the Z coordinates (Z value) of the enemycharacter 72 exists within the Z2-Z3 range (Z2≦Z<Z3). At this time, whenthe player instructs the enemy character 72 with the stick 24, etc. andattacks the enemy character 72, relatively little damage is applied tothe enemy character 72, and a relatively small vibration is applied tothe game apparatus 10. That is, the vibration in correspondence with theintensity of the damage is applied to the game apparatus 10. The same istrue for the following.

More specifically, the CPU core 42 subtracts a relatively small value(100 points (100P), for example) from the HP of the enemy character 72,and applies a driving signal of a relatively low frequency f1 (200 Hz,for example) with a constant pulse width W1 to the eccentric motor 28 c.It is noted that a voltage value (crest value) of the driving signal isconstant (5V, for example). The same is true for the following. Thus,the eccentric motor 28 c is activated to apply a small (weak) vibration(small vibration) to the game apparatus 10. Then, the vibration istransmitted to the fingers of the player via the stick 24 indirectly ordirectly. The same is true for the following.

The game screen 70 shown at the left of FIG. 3(B) explains a case thatthe enemy character 72 exists nearer to (is closer to) the front of thescreen than in a state shown in FIG. 3(A), and the three-dimensionalcoordinates at the right of FIG. 3(B) shows a case that the Z value ofthe enemy character 72 is within the Z1-Z2 range (Z1≦Z<Z2). At thistime, when the player instructs the enemy character 72 with the stick24, etc. and attacks the enemy character 72, medium damage is applied tothe enemy character 72, and a medium vibration is applied to the gameapparatus 10 in response thereto. That is, the CPU core 42 subtracts amedium value (200 P, for example) from the HP of the enemy character 72,and applies a driving signal of a frequency f2 (300 Hz, for example)with a constant pulse width W1 to the eccentric motor 28 c. Thus, themedium vibration (middle vibration) is applied to the game apparatus 10.

The game screen 70 shown at the left of FIG. 3(C) explains a case thatthe enemy character 72 exists nearer to (is closer to) the front of thescreen than in the state in FIG. 3(B), and the three-dimensionalcoordinates shown at the right of FIG. 3 (C) shows that the Z value ofthe enemy character 72 is within the Z0-Z1 range (Z0≦Z<Z1). At thistime, when the player instructs the enemy character 72 with the stick24, etc. and attacks the enemy character 72, relatively much damage isapplied to the enemy character 72, and a relatively large vibration isapplied to the game apparatus 10 in response thereto. That is, the CPUcore 42 subtracts a relatively large value (300 P, for example) from theHP of the enemy character 72, and applies a driving signal of arelatively high frequency f3 (400 Hz, for example) with the constantpulse width W1 to the eccentric motor 28 c. Thus, a large (strong)vibration (large vibration) is applied to the game apparatus 10.

In this manner, in correspondence with the arrangement position (Zvalue) of the enemy character 72 at a time that the player or the playercharacter attacks the enemy character 72, the intensity of the damage tobe applied to the enemy character 72 is changed, and the intensity ofthe damage is represented by the strength of the vibration. Thus, it ispossible for the player to recognize (perceive) the intensity of thedamage.

It is noted that the arrangement position of the enemy character 72 maysuccessively be changed at short intervals. In this case, the player hasto make a touch operation in accordance with quick changes of thearrangement position of the enemy character 72, providing an advantageof making the game more interesting.

It is noted that for the sake of explanation, the strength of thevibration is represented in three steps. However, the strength of thevibration may be changed in two steps in accordance with the change ofthe intensity of the damage, and the strength of the vibration may bechanged in equal to or more than four steps. In addition, the strengthof the vibration is changed in three steps in this embodiment, andtherefore, for the sake of explanation, the strength of the vibration isrepresented by large, middle, small so as to represent a difference ofthe relative intensity of the vibration between three steps. This istrue for the magnitude of the frequency and the intensity of the damage.

Furthermore, in this embodiment, the frequency of the driving signal ischanged to change the strength of the vibration, and whereby, the gameapparatus 10 can be vibrated at a different vibration pattern. However,the pulse width W1 of the driving signal may be changed. In such a case,the longer the pulse width W1 is, the stronger the player feels thevibration, and the shorter the pulse width W1 is, the weaker he or shefeels the vibration. It is noted that both of the frequency and thepulse width of the driving signal may be changed.

Also, in FIG. 3 example, as the enemy character 72 exists nearer to (iscloser to) the front of the screen, the strength of the vibration ismade strong (large). However, as the enemy character 72 exists nearer to(is closer to) the front of the screen, the strength of the vibrationmay be made weak (small).

In addition, in this embodiment, in correspondence with the Zcoordinates of the enemy character 72 as the arrangement position, theintensity of the damage to be applied to the enemy character 72 and thestrength of the vibration to be applied to the game apparatus 10 arechanged. However, these may be changed in correspondence with the Xcoordinates or the Y coordinates, or these may be changed incorrespondence with the combination of any two or more out of the Xcoordinates, the Y coordinates, and Z coordinates.

FIG. 4 is an illustrative view showing an example of changing the damageto be applied to the enemy character and the strength of the vibrationto be applied to the game apparatus 10 depending on the state of theenemy character in the game in a case that the player or the playercharacter attacks the enemy character.

As understood from FIG. 4, as the action state of the enemy character 72changes in the order of a before-attack state, a mid-attack state, andan after-attack state according to the animation reproduction elapsedtime (frame: screen updating time period), and the display manner of theenemy character 72 or the state of the enemy character 72 in the game isalso changed. In this embodiment, the range (length) of the animationreproduction elapsed time (to be simply referred to as “elapsed time”)shown in FIG. 4 is several frames-several tens of frames, for example.

Referring to FIG. 4, where the elapsed time is the A-th frame-the B-thframe (the A-th frame≦the elapsed time<the B-th frame), a state beforethe enemy character 72 attacks the player or the player character(before-attack state) is displayed on the game screen 70. At this time,when the player instructs the enemy character 72 with the stick 24, etc.and attacks the enemy character 72, relatively little damage is appliedto the enemy character 72, and a relatively small vibration is appliedto the game apparatus 10 in response thereto.

It is noted that how to apply the damage to the enemy character 72 andhow to apply the vibration to the game apparatus 10 are the same as acase shown in FIG. 3(A), and therefore, a duplicated description will beomitted.

Next, where the elapsed time is the B-th frame-the C-th frame (the B-thframe≦the elapsed time<the C-th frame), a state in which the enemycharacter 72 attacks the player or the player character (mid-attackstate) is displayed on the game screen 70. At this time, when the playerinstructs the enemy character 72 with the stick 24, etc. and attacks theenemy character 72, medium damage is applied to the enemy character 72,and a middle vibration is applied to the game apparatus 10 in responsethereto.

It is noted that how to apply the damage to the enemy character 72 andhow to apply the vibration to the game apparatus 10 are the same as acase shown in FIG. 3(B), and therefore, a duplicated description will beomitted.

Then, where the elapsed time is the C-th frame-the D-th frame (the C-thframe≦the elapsed time<the D-th frame), the state after the enemycharacter 72 attacks the player or the player character (after-attackstate) is displayed on the game screen 70. At this time, when the playerinstructs the enemy character 72 with the stick 24, etc. and attacks theenemy character 72, relatively much damage is applied to the enemycharacter 72, and a relatively large vibration is applied to the gameapparatus 10 in response thereto.

It is noted that how to apply the damage to the enemy character 72 andhow to apply the vibration to the game apparatus 10 are the same as acase shown in FIG. 3(C), and therefore, a duplicated description will beomitted.

Thus, in a FIG. 4 example, the action state of the enemy character 72 ischanged in the unit of several frames-several tens frames. In a casethat the action state of the enemy character 72 is successively changedin short intervals (several frames unit), the player has to make a touchoperation in accordance with quick changes of the action state of theenemy character 72, having an advantage of making the game moreinteresting.

It is noted that in FIG. 4 example, the strength of the vibration ischanged in three steps, and but the strength of the vibration may bechanged in two steps or four or more steps in the same manner as theabove description.

Furthermore, by changing the pulse width of the driving signal, or bychanging both the frequency and the pulse width, the vibration patternmay be changed in the same manner as above description.

On the contrary to FIG. 4 example, in a case that the player attacks theenemy character 72 before the enemy character 72 makes an attack, theintensity of the damage to be applied to the enemy character 72 and thestrength of the vibration to be applied to the game apparatus 10 may bemade large, and in a case that the player attacks the enemy character 72after the enemy character 72 makes an attack, the intensity of thedamage to be applied to the enemy character 72 and the strength of thevibration to be applied to the game apparatus 10 may be made small.

More specifically, the RAM 48 of the game apparatus 10 stores tables asshown in FIG. 5 (A) and FIG. 5 (B), and the intensity of the damage tobe applied to the enemy character 72 and the strength of the vibrationto be applied to the game apparatus 10 are changed (determined)according to these tables. Here, a description is made on two tables,and each of the tables stores in association with each of the enemycharacters 72. It is noted that in a case that the number of the enemycharacters 72 is great, a large amount of capacity of the memory (ROM 28a, RAM 48) is needed. Thus, it may be possible that several kinds oftables are prepared so as to bring each of the enemy characters intoassociation with any one of the tables according to an intention by adeveloper or a programmer of the game.

FIG. 5 (A) is a table for determining the intensity of the damage to beapplied to the enemy character 72 and the strength of the vibration tobe applied to the game apparatus 10 in correspondence with thearrangement position of the enemy character 72 (Z value) as describedwith referring to FIG. 3. As understood from FIG. 5 (A), where the Zvalue is Z0-Z1, the damage to be applied to the enemy character 72 islarge (HP: 300P), and the strength of the vibration is strong (thefrequency of the driving signal: f3). Where the Z value is Z1-Z2, thedamage to be applied to the enemy character 72 is medium (HP: 200P), andthe strength of the vibration is middle (the frequency of the drivingsignal: f2). In addition, where the Z value is Z2-Z3, the damage to beapplied to the enemy character 72 is little (HP: 100P), and the strengthof the vibration is weak (the frequency of the driving signal: f1).

Specifically, when the player performs an operation with the stick 24,etc., the coordinates data input from the touch panel 22 is detected,and it is determined whether or not an attack to the enemy character 72is made. That is, it is determined whether or not the positioncoordinates indicated by the coordinates data is included in the displayarea of the enemy character 72.

Here, as described above, since the resolution of the LCD 14 is the sameas the detection accuracy of the touch panel 22, the positioncoordinates indicated by the coordinates data input from the touch panel22 is coincident with the position coordinates on the screen of the LCD14. Accordingly, it is possible to easily determine whether or not theoperation by the player is for instructing (attacking) the enemycharacter 72.

In a case that the position coordinates is not included in the displayarea of the enemy character 72, it is determined that the attack failsto display a game screen 70 (not illustrated) for representing failureof the attack, for example. On the other hand, in a case that theposition coordinates is included in the display area of the enemycharacter 72, it is determined that the attack succeeds, and the Z valueof the enemy character 72 at a time that the player attacks the enemycharacter 72, that is, the coordinates data is input is obtained.

When the CPU core 42 obtains the Z value of the enemy character 72 at atime that the player or the player character attacks the enemy character72, the CPU core 42 determines in which range the Z value is included inthe table shown in FIG. 5 (A), determines the intensity of the damageand the strength of the vibration in correspondence to the determinedrange, subtracts the HP of the enemy character 72, and drives theeccentric motor 28 c to vibrate the game apparatus 10 as describedabove.

FIG. 5 (B) is a table for determining the intensity of the damage to beapplied to the enemy character 72 and the strength of the vibration tobe applied to the game apparatus 10 in correspondence with the displaymanner of the enemy character 72 or the state of the enemy character 72in the game as explained with referring to FIG. 4. As understood fromFIG. 5 (B), where the elapsed time of the game (or fighting scene) isthe A-th frame-the B-th frame (before-attack), the damage to be appliedto the enemy character 72 is little (HP: 100P), and the strength of thevibration is small or weak (the frequency of the driving signal: f1).Then, where the elapsed time of the game (or fighting scene) is the B-thframe-the C-th frame (mid-attack), the damage to be applied to the enemycharacter 72 is medium (HP: 200P), and the strength of the vibration ismiddle (the frequency of the driving signal: f2). In addition, where theelapsed time of the game (or fighting scene) is the C-th frame-the D-thframe, the damage to be applied to the enemy character 72 is much (HP:300P), and the strength of the vibration is large or strong (thefrequency of the driving signal: f3).

Specifically, when the player performs an operation with the stick 24,etc., the coordinates data input from the touch panel 22 is detected,and it is determined whether or not an attack to the enemy character 72is made. That is, it is determined whether or not the positioncoordinates indicated by coordinates data are included in the displayarea of the enemy character 72. In a case that the position coordinatesare not included in the display area of the enemy character 72, it isdetermined that the attack fails to display a game screen 70 (notillustrated) for representing failure of the attack, for example. On theother hand, in a case that the position coordinates are included in thedisplay area of the enemy character 72, it is determined that the attacksucceeds, and the elapsed time (frame) of the game (or fighting scene)at a time that the player attacks the enemy character 72, that is, thecoordinates data is input is obtained.

It is noted that although omitted in FIG. 2, if a frame counter isprovided so as to be connected to the bus 44, it becomes possible toobtain the count value (the number of frames) of the frame counter whenthe coordinates data is input. It is noted that the frame counter needsto be reset and started at a start of the game or the fighting scene.

When the CPU core 42 obtains the elapsed time (frame) at a time that theplayer or the player character attacks the enemy character 72, the CPUcore 42 determines in which range the elapsed time is included from thetable shown in FIG. 5 (B), and determines the intensity of the damageand the strength of the vibration in correspondence to the range of thedetermined elapsed time, subtracts the HP of the enemy character 72, anddrives the eccentric motor 28 c to vibrate the game apparatus 10 asdescribed above.

As described above, when the animation of the enemy character 72 ischanged in the order of the before-attack, the mid-attack, and theafter-attack, it is determined which state the current animation isaccording to the elapsed time in this embodiment. By storing flags eachindicating the before-attack, the mid-attack, and the after-attack, andreferring with these flags, it may be possible to determine which statethe current animation is. For example, a before-attack flag, amid-attack flag, an after-attack flag are provided in the RAM 48, andwhere the animation illustrates the mid-attack, the before-attack flagand the after-attack flag are turned off, and the mid-attack flag isturned on. Accordingly, it is possible to easily determine which statethe current animation is depending on the on/off of these flags.

It is noted that although the table is brought into association witheach enemy character 72 in this embodiment, the table to be used may beselected as necessary according to the proceeding of the game (event,etc.).

In addition, the table needs not to be brought into association with allthe enemy characters 72. That is, by associating the table with only apart of the enemy characters 72, a presentation for vibrating the gameapparatus 10 can be performed in only the fighting scene with a part ofthe enemy characters 72.

Specifically, the CPU core 42 shown in FIG. 2 performs a flowchart shownin FIG. 6. The flowchart shown in FIG. 6 is a game process of a scene(fighting scene, for example) in which the enemy character 72 appears.Referring to FIG. 6, the CPU core 42, when the game process of the scenein which the enemy character 72 appears starts, sets parameters (HP,offensive power (MP)) of the enemy character 72 in a step S1. That is,although omitted in the drawing, the RAM 48 stores character image datafor generating an image for each enemy character 72, and also stores itsparameters (HP, MP). The HP and MP are values determined by a developer,a programmer, or the like of the game in advance, and different valuesare set thereto depending on the strength (level) of the enemy character72, for example. The HP and the MP are read from the working area of theRAM 48.

In a succeeding step S3, the enemy character 72 is displayed on the gamescreen 70. That is, the CPU core 42 applies a graphics command and animage generation program to the GPU 52. In response thereto, the GPU 52creates the game screen 70 including the enemy character 72 on the VRAM58. Then, the CPU core 42 controls the LCD controller 60 to display agame screen 70 on the LCD 14.

In a next step S5, the enemy character 72 is moved at random. Examplesare to move the enemy character 72 from the depth of the screen to thefront of the screen, to cause the enemy character 72 to perform anaction such as an attack movement, and so forth. Then, in a step S7, atouch input (input operation with the touch panel 22) is detected. Thatis, although illustration is omitted, a reading process of the buffer(buffer for temporarily storing the coordinates data from the touchpanel 22) corresponding to the touch panel 22 provided in the I/Fcircuit 54 is executed.

Then, it is determined whether or not a touch input is present in a stepS9. That is, it is determined whether or not the coordinates data isstored in the buffer corresponding to the touch panel 22. If “NO” in thestep S9, that is, if the coordinates data is not input, it is determinedthat there is no touch input, and then, the process directly returns tothe step S5. On the other hand, if “YES” in the step S9, that is, if thecoordinates data is input, it is determined that there is the touchinput, and then, it is determined the input position touches the enemycharacter 72 in a step S11. That is, it is determined whether or not theposition coordinates of the coordinates data input from the touch panel22 is included in the display area of the enemy character 72.

In a next step S13, it is determined whether or not the input positiontouches the enemy character 72. That is, it is determined whether or notthe determination result in the step S11 shows a touched state. If “NO”in the step S13, that is, if the input position does not touch the enemycharacter 72, it is determined the attack fails, and the processproceeds to the step S5. It is noted that it is appropriate that thegame screen 70 for representing failure of the attack is displayed onthe LCD 14 as described above, and then, the process directly returns tothe step S5.

On the other hand, if “YES” in the step S13, that is, if the inputposition touches the enemy character 72, it is determined that theattack succeeds to execute an attack and vibrating process (see FIG.7-FIG. 8, FIG. 9-FIG. 10) described later in a step S15, and then, it isdetermined whether or not the HP of the enemy character 72 is 0 in astep S17. That is, it is determined whether or not the player or theplayer character defeats the enemy character 72.

If “NO” in the step S17, that is, if the HP of the enemy character isnot 0, it is determined the player or the player character does notdefeat the enemy character 72, and then, the process returns to the stepS5. On the other hand, if “YES” in the step S17, that is, if the HP ofthe enemy character 72 is 0, it is determined that the player or theplayer character defeats the enemy character 72, and a game screen 70(not illustrated) in which a reaction of the enemy character 72 whenbeing defeated is represented is displayed in a step S19, and then, agame process in the scene where the enemy character 72 appears is ended.

It is noted, although illustration is omitted, in a case that the HP ofthe player or the player character becomes 0 due to the attack by theenemy character 72, the game is over.

Each of the flowchart of FIG. 7 and FIG. 8 and the flowchart of FIG. 9and FIG. 10 is a flowchart showing the attack and vibration process inthe step S15 shown in FIG. 6. FIG. 7 and FIG. 8 are the flowchartshowing an attack and vibration process in a case where the intensity ofthe damage to be applied to the enemy character 72 and the strength ofthe vibration to be applied to the game apparatus 10 are changeddepending on the arrangement position (Z value) of the enemy character72 when the player or the player character attacks the enemy character72. FIG. 9 and FIG. 10 are the flowchart showing an attack and vibrationprocess in a case where the intensity of the damage to be applied to theenemy character 72 and the strength of the vibration to be applied tothe game apparatus 10 are changed depending on the elapsed time (frame)when the player or the player character attacks the enemy character 72.For the sake of explanation, the process of the flowchart shown in FIG.7 and FIG. 8 is referred to as an attack and vibration process (1), andthe process of flowchart shown in FIG. 9 and FIG. 10 is referred to asan attack and vibration process (2).

It is noted that as described above, since the table is associated foreach enemy character 72 in this embodiment, in the flowchart shown inFIG. 6, the table corresponding to the enemy character 72 displayed inthe step S3 is determined before the process in the step S15, orspecifically, at any point from the step S3 to the step S15 in order toselect which process is to be executed, the attack and vibrationprocesses (1) or (2).

Referring to FIG. 7, when the CPU core 42 starts the attack andvibration process (1), the Z value of the enemy character 72 is detectedin a step S21. In a succeeding step S23, it is determined whether or notthe Z value is within the Z0-Z1 range (Z0≦Z<Z1). If“NO” in the step S23,that is, if the Z value of the enemy character 72 is not within theZ0-Z1 range, the process directly proceeds to a step S31. On the otherhand, if “YES” in the step S23, that is, if the Z value of the enemycharacter 72 is within the Z0-Z1 range, the much damage is applied tothe enemy character 72 in a step S25. That is, the CPU core 42 subtracts300P from the HP of the enemy character 72 according to the table shownin FIG. 5 (A). Next, in a step S27, a reaction of the enemy character 72when being subjected to the much damage is represented. That is, thegame screen 70 in which a damaged state of the enemy character 72 isrepresented with an extravagant presentation is displayed. At this time,a presentation by the sound (music) representing the much damage may beadded. Then, in a step S29, a large vibration is applied to the gameapparatus 10 according to the table shown in FIG. 5 (A), and then, theattack and vibration process (1) is returned as shown in FIG. 8. Thatis, in the step S29, the CPU core 42 applies a driving signal offrequency f3 (400 Hz) with a constant pulse width W1 to the eccentricmotor 28 c.

In the step S31, it is determined whether or not the Z value is withinthe Z1-Z2 range (Z1≦Z<Z2). If “NO” in the step S31, that is, if the Zvalue is not within the Z1-Z2 range, the process proceeds to a step S39shown in FIG. 8. On the other hand, if “YES” in the step S31, that is,if the Z value is within the Z1-Z2 range, the medium damage is appliedto the enemy character 72 in a step S33. That is, the CPU core 42subtracts 200P from the HP of the enemy character 72 according to thetable shown in FIG. 5 (A). Next in a step S35, a reaction of the enemycharacter 72 when the medium damage is applied is displayed. That is, agame screen 70 in which the damaged state of the enemy character 72 isrepresented so as to be directed to be simpler than in the large damagedcase. At this time, a presentation by the sound (music) representing themedium damage may be added. Then, in a step S37, the medium vibration isapplied to the game apparatus 10 according to the table shown in FIG.5(A), and then, the attack and vibration process (1) is returned. Thatis, in the step S37, the CPU core 42 applies a driving signal offrequency f2 (300 Hz) with a constant pulse width W1 to the eccentricmotor 28 c.

As shown in FIG. 8, it is determined whether or not the Z value iswithin the Z2-Z3 range (Z2≦Z<Z3) in the step S39. If “NO” in the stepS39, that is, if the Z value is not within the Z2-Z3 range, the attackand vibration process (1) is directly returned. That is, when attackingthe enemy character 72, in a case that the Z value of the enemycharacter 72 when being attacked does not fall in any range of the tableshown in FIG. 5 (A), it is determined that the attack fails due to thedefense by the enemy character 72, for example, and then, the attack andvibration process (1) is directly returned. It is noted that in such acase, a game screen 70 in which the enemy character 72 defends from theattack of the player or the player character may be displayed.

On the other hand, if “YES” in the step S39, that is, if the Z value iswithin the Z2-Z3 range, the little damage is applied to the enemycharacter 72 in a step S41. That is, the CPU core 42 subtracts 100P fromthe HP of the enemy character 72 according to the table shown in FIG. 5(A). Next, in a step S43, a reaction of the enemy character 72 when thelittle damage is applied is displayed. That is, the damaged state of theenemy character 72 is represented so as to be directed to be simplerthan that in the middle damaged state. At this time, a presentation bythe sound (music) representing the little damage may be added. Then, ina step S45, a small vibration is applied to the game apparatus 10according to the table shown in FIG. 5(A), and then, the attack andvibration process (1) is returned. That is, in the step S45, the CPUcore 42 applies a driving signal of frequency f1 (200 Hz) with aconstant pulse width W1 to the eccentric motor 28 c.

FIG. 9 and FIG. 10 are a flowchart showing the attack and vibrationprocess (2). The attack and vibration process (2) is approximately thesame as the attack and vibration process (1), and therefore, adescription on the duplicated process is simply made. Referring to FIG.9, the CPU core 42 determines an action of the enemy character 72 at astart of the attack and vibration process (2) in a step S51. Here, theelapsed time (frame) is detected from the frame counter to determinewhether or not the action of the enemy character 72 is thebefore-attack, the mid-attack, and the after-attack according to thetable shown in FIG. 5 (B).

In a succeeding step S53, it is determined whether or not the action ofthe enemy character 72 is the after-attack. That is, it is determinedwhether or not the elapsed time is within the C-th frame-the D-th framerange (the C-th frame≦the elapsed time<the D-th frame). Here, if theelapsed time is not within the C-th frame-the D-th frame range, it isdetermined that the action of the enemy character 72 is notafter-attack, “NO” is determined in the step S53, and then, the processproceeds to a step S61. However, if the elapsed time is within the C-thframe-the D-th frame range, it is determined that the action of theenemy character 72 is the after-attack, that is, “YES” is determined inthe step S53. Then, in a step S55, the much damage is applied to theenemy character 72 according to the table shown in FIG. 5 (B). Next, ina step S57, a reaction of the enemy character 72 when the much damage isapplied is represented. In a step S59, according to the table shown inFIG. 5 (B), the large vibration is applied to the game apparatus 10, andthen, the attack and vibration process (2) is returned as shown in FIG.10.

In the step S61, it is determined whether or not the action of the enemycharacter 72 is the mid-attack. That is, it is determined whether or notthe elapsed time is within the B-th frame-the C-th frame range (the B-thframe≦the elapsed time<the C-th frame). Here, if the elapsed time is notwithin the B-th frame-the C-th frame range, it is determined that theaction of the enemy character 72 is not the mid-attack, and then, theprocess proceeds to a step S69 shown in FIG. 10. However, if the elapsedtime is within the B-th frame-the C-th frame range, it is determined theaction of the enemy character 72 is the mid-attack, and the mediumdamage is applied to the enemy character 72 according to the table shownin FIG. 5 (B) in a step S63. Then, a reaction of the enemy character 72when the medium damage is applied is displayed in a step S65, and themiddle vibration is applied to the game apparatus 10 according to thetable shown in FIG. 5 (B) in a step S67, and then, the attack andvibration process (2) is returned as shown in FIG. 10.

In the step S69 shown in FIG. 10, it is determined whether or not theaction of the enemy character 72 is the before-attack. That is, it isdetermined whether or not the elapsed time is within the A-th frame-theB-th frame range (the A-th frame≦the elapsed time<the B-th frame). Here,if the elapsed time is not within the A-th frame-the B-th frame range,it is determined that the action of the enemy character 72 is not thebefore-attack, and the attack and vibration process (2) is returned.However, if the elapsed time is within the A-th frame-the B-th framerange, it is determined that the action of the enemy character 72 is thebefore-attack state, and the little damage is applied to the enemycharacter 72 according to the table shown in FIG. 5 (B) in a step S71.In a following step S73, a reaction of the enemy character 72 when thelittle damage is applied is displayed, and the small vibration isapplied to the game apparatus 10 according to the table shown in FIG. 5(B) in a step S75, and then, the attack and vibration process (2) isreturned as shown in FIG. 10.

According to this embodiment, since the kind of the vibration is changedaccording to the display manner of the character or the state of thecharacter in the game, it is possible to inform the player of thedisplay manner of the character or the state of the character in thegame by the vibration in addition to the display on the game screen andthe output of the game sound (music). Thus, the player can obtain a newsense of operation with reality.

It is noted that the intensity of the damage and the strength of thevibration (kind) are changed according to the arrangement position (Zvalue) of the character and the action state of the character in theabove-described embodiment. However, the intensity of the damage and thekind of the vibration can also be changed according to the HP of theenemy character. Also, the intensity of the damage and the kind of thevibration can be changed depending on whether the enemy character is theattack state.

In the former, for example, according to the table shown in FIG. 11 (A),the intensity of the damage to be applied to the enemy character 72 andthe strength of the vibration to be applied to the game apparatus 10 aredetermined. According to this table, the CPU core 42, when the player orthe player character attacks the enemy character 72, obtains (detects)the HP of the enemy character, and determines the intensity of thedamage and the strength of the vibration in correspondence to anumerical value of the obtained HP. It may be possible to utilize atable for determining the intensity of the damage and the strength ofthe vibration according to the MP and the LV of the enemy character inplace of the HP. Or, it may be possible to utilize a table fordetermining the intensity of the damage and the strength of thevibration according to a combination of two or more of the HP, MP and LVas to the enemy character. Thus, it is possible to determine theintensity of the damage and the strength of the vibration according tothe attribution of the character such as the HP, the MP, and the LV.

In addition, although detailed description is omitted, by storing thementality as the attribute of the enemy character 72 and updating it incorrespondence to the proceeding of the game, the intensity of thedamage to be applied to the enemy character 72 and the strength of thevibration to be applied to the game apparatus 10 can be changeddepending on the mentality. For example, in a case that the mentality ofthe enemy character 72 is changed between the normal state and theexcited state, when the mentality of the enemy character 72 at a timethat the player or the player character attacks the enemy character 72is the normal state, the damage to be applied to the enemy character 72and the strength of the vibration to be applied to the game apparatus 10are made small. On the contrary, when the mentality of the enemycharacter 72 is the excited state, the damage to be applied to the enemycharacter 72 and the strength of the vibration to be applied to the gameapparatus 10 are made large.

In the latter, the damage to be applied to the enemy character 72 andthe strength of the vibration to be applied to the game apparatus 10 aredetermined according to the table shown in FIG. 11 (B), for example.According to the table, the CPU core 42, when the player or the playercharacter attacks the enemy character 72, determines whether or not theenemy character 72 is in the attack state, and determines whether thenormal state or the defensive state if not the attack state, and theintensity of the damage and the strength of the vibration according toany state determined by the elapsed time (frame).

It is noted that when the animation of the enemy character 72 is changedbetween the attack state, the normal state, and the defensive state asdescribed above, flags respectively corresponding to the states arestored, and by referring these flags, it is determined which is thecurrent state.

In addition, although a description is made on the game apparatus withtwo screens (LCD 12 and 14) in the above-described embodiment, it isneedless to say that the game apparatus with one screen, if only thetouch panel is provided, can be applied.

Furthermore, although the eccentric motor (vibrator) is integrated inthe game cartridge in the above-described embodiment, it may beintegrated at any position within the housing 16. It is noted that thevibration is directly or indirectly transmitted to the fingers (hands)of the player via the stick, and therefore, it is appropriate that atleast the screen (at least one of the LCD 14 and the touch panel 22) onwhich a touch input is performed is vibrated. In such a case, thefeatures disclosed in Japanese Patent Laying-open No. 11-85400 shown inthe prior art can be adopted. Specifically, the LCD 14 is set(supported) on the housing 16 b in a state it can be vibrated by avibration element. Thus, it is possible to provide the vibrator insidethe game apparatus 10.

In addition, although a description is made on the fighting game withthe enemy character in the above-described embodiment, it is not limitedthereto. For example, the exemplary embodiment presented herein isapplied to such a game where in a case that the character image changesits arrangement position in time sequence, when the player points thecharacter image in a predetermined arrangement position, he or she canget a high score, and when the player points the character image locatedaway from the predetermined arrangement position, he or she gets a lowscore. In this case, the closer the character image is arranged to thepredetermined arrangement position, the higher score the player obtains,and the stronger the strength of the vibration is made. On the otherhand, the farther the character image is arranged from the predeterminedarrangement position, the lower score the player can obtain, and theweaker the strength of the vibration is made.

In the above-described embodiment, the eccentric motor is provided asthe vibrator, and by at least one of the frequency and the pulse widthof the driving signal (PWM signal), the strength of the vibration ischanged. However, in a case that the voice coil is utilized as thevibrator, by changing a crest value (vibration amplitude) as well as thefrequency and the pulse width, the strength of the vibration can bechanged.

In addition, in the above-described embodiment, depending on the displaymanner of the enemy character or the state of the enemy character in thegame, the intensity of the damage and the strength of the vibration arechanged. However, depending on the display manner of the playercharacter or the state of the player character in the game, theintensity of the damage and the strength of the vibration may bechanged.

Although the exemplary embodiment has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope being limited only by the terms of the appended claims.

What is claimed is:
 1. A game apparatus provided with a display fordisplaying a game space, a touch panel provided in association with thedisplay, and a vibrator for vibrating at least a screen of said display,comprising: a displaying portion configured to display the game spaceincluding an image of a character appearing in a game on the screen ofsaid display; an updating portion configured to update a flag fordetermining whether at least said character is in an attack state or anon-attack state, a detecting portion configured to detect positioncoordinates in response to an operation input to said touch panel by aplayer; an obtaining portion configured to obtain the flag at a time ofthe operation input to said touch panel when the player directly touchesthe display area of said character; and a vibration controlling portionconfigured to control said vibrator in a vibration pattern according tothe flag obtained by said obtaining portion.
 2. A non-transitory storagemedium storing a game program of a game apparatus provided with adisplay for displaying a game space, a touch panel provided inassociation with the display, and a vibrator for vibrating at least ascreen of said display, wherein said game program causes said gameapparatus to: display the game space including an image of a characterappearing in a game on the screen of said display; update a flag fordetermining whether at least said character is in an attack state or anon-attack state; detect position coordinates in response to anoperation input to said touch panel by a player; obtain the flag at atime of the operation input to said touch panel when the player touchesthe display area of said character; and control said vibrator in avibration pattern according to the obtained flag.
 3. A game controllingmethod of a game apparatus provided with a display for displaying a gamespace, a touch panel provided in association with the display, and avibrator for vibrating at least a screen of said display, said methodincluding: displaying the game space including an image of a characterappearing in a game on the screen of said display; updating a flag fordetermining whether at least said character is in an attack state or anon-attack state, detecting position coordinates in response to anoperation input to said touch panel by a player; obtaining the flag at atime of the operation input to said touch panel when the player directlytouches the display area of said character; and vibrating said vibratorin a vibration pattern according to the obtained flag.
 4. A gameapparatus provided with a display for displaying a game space, a touchpanel provided in association with the display, and a vibrator forvibrating at least a screen of said display, comprising: a displayingportion configured to display the game space including an image of acharacter appearing in a game on the screen of said display; an updatingportion configured to update status data indicating whether at leastsaid character is in an attack state or a non-attack state, a detectingportion configured to detect position coordinates in response to anoperation input to said touch panel by a player; an obtaining portionconfigured to obtain the status data at a time of the operation input tosaid touch panel when the player directly touches the display area ofsaid character; and a vibration controlling portion configured tocontrol said vibrator in a vibration pattern according to the statusdata obtained by said obtaining portion.